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G R w R A M P D E C K
About this deck:
This deck is created for the purpose of free-for-all game modes.
The first few turns require you to watch you opponents turns and plan yours carefully. This deck has quite a weak earlygame!
Ramp up and play creatures along the curve.
Card Choices:
Elvish Mystic: This creature helps us by either accelerating our mana or being used as a chump blocker. Pro Tip: When targeted by a burn spell on your turn, tap it in response, so you don't use its mana!
Endless One: This card gives us the flexibility we need. You can cast it along the curve in the early turns or wait until the lategame to have a strong beater. This can easily become a 10/10 after you ramped up!
Giant Adephage: This is our very win condition. A 7/7 trampler for cmc 7 is always good, but what makes this card so ridiculous is it's effect: It creates a copy of itself whenever it deals damage to a player. Dear Wizards of the Coast, are you serious? What's even worse is, that the copies create even more copies. And it's very likely to deal damage to a player when a card has trample. Awesome! It is clever to target opponents with weak blockers first so this creature copies itself a few times before attacking stronger opponents.
Leatherback Baloth: One of the more broken cards green has to offer. While still not a Tarmagoyf, a 4/5 for cmc 3 is hard for our opponents to deal with. With the help of Elvish Mystic, this creature can be played on turn 2!
Fertile Ground: While not the best ramp spell ever made, it helps by giving us a choice. Mainly because we are playing three colors.
Fog: This is a really good card for multiplayer games. You can attack relentlessly since you can just use this spell as your defense. You can also use it as a politics card! "You wanna survive? I help you, you help me, that's the deal!"
Oblivion Ring: While Path to Exile is better when facing creatures, this card lets us remove almost anything that could disrupt our game plan. Two in the main deck are more than enough, another one to the sideboard.
Pyroclasm: One of the most important cards in this deck. Since we might face any weenie decks, this helps us survive the early turns. Every ramp deck should run a playset of this.
Rampant Growth: This card is the grandfather of every ramp spell. Did you know the word "RAMP" originates from RAMPant Growth? This card has been reprinted like stupid, because it is just so good. Just fetch the color you need.
Ranger's Path: With this card we can make the jump from 5 to 7 mana. Play this on turn 3 and you're ready to roll.
Rogue's Passage: "What do you want with this card?", you might ask. Well. Since we have lots of ramp in our deck, we don't mind having a land that creates colorless mana. Why this card is so awesome is the fact, that you can make your Giant Adephage unblockable for a turn. Holy moly this kicks so hard. Your friends will hate you.
Sideboard Choices:
Naturalize: Multiplayer is famous for its excessive use of artifacts. That's why this card is almost nessecary. Winter Orb or Meekstone kills our gameplan.
Shock: This card is very situational. But sometimes you can use it to finish off opponents and claim their kill. It's also good vs infect.
Steel Wall: Drop this on turn one and feel save for a while. There shouldn't be much in the early turns, that can surpass this. And if it flies: Pyroclasm.
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Double-click to open card details.
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